Island of Dr. Brain
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Island of Dr. Brain
- Publication date
Sierra On-Line, Inc.
Sierra On-Line, Inc.
Adventure, Educational, Puzzle
1st-person, 3rd-person (Other)
Kids to Adults
In the sequel to Castle of Dr. Brain, you will have to assist Dr. Brain in retrieving a battery for one of his experiments - the plans for which were stolen by Dr. Brain's archrival scientist. In order to beat the scientist, you will have to tour the Island of Dr. Brain in search of the elusive battery. On your way you will have to solve a plethora of puzzles in various difficulty levels, and even find use for a bunch of pink flamingoes!
From Mobygames.com. Original Entry
- 2014-12-23 23:05:01
- Sierra On-Line, Inc.
- Kids to Adults
- Adventure, Educational, Puzzle
- 1st-person, 3rd-person (Other)
- Sierra On-Line, Inc.
- Internet Archive Python library 0.7.5
Subject: Game Guide (no spoilers)
This was originally built as an anti-piracy effort, the cd came with a physical book that would have symbols and corresponding lat lng values that you'd have to locate and drop to to begin the game, in this version just click anywhere through to the next section
2. Block Puzzle
At this point you can turn the difficulty up in the top right corner if you'd like, drag the pineapple up to medium or expert
To get through this section, click the block on the ground then fit all of the blocks into the puzzle
To rotate a block, drop it on the arrow at the bottom
If you need a hint you can click the computer in the upper left
Click into the cave to advance
3. Equation Lines
Click the red button on the microscope to turn it on and the green screen to enter
Adjust the blue and red values up and down, separating the different shapes into individual regions
When finished, take the notecard and put it into the slot on the sarcophagus
4. Number Patterns
To solve these you'll need to figure out the middle number and set it, then hit enter. If you get it wrong you'll anger the octopi, and too many wrong guesses will trigger a reset.
Common patterns include add n, subtract n, add n then subtract n, n squared and fibonacci
When you get the discs click on the pegs over to the right
5. Towers of hanoi
The goal here is to start with all discs on the left and end with all discs on the right, you cannot place a larger disc on a smaller disc
So the only thing I can say here is on standard mode your first move is to the right peg, novice and expert its to the middle peg, other than that have fun.
When you finish click the door to go outside
6. Jigsaw Puzzle
This one is a standard jigsaw puzzle, pieces will lock into place when they're correct. If you don't want a piece you can put it back in the chest and draw a new one.
Once finished, click on the flamingo in the green shirt
7. Flamingo Puzzle
To solve this one, you'll need to click certain flamingos in a certain order to recreate the flashing flamingos at the beginning. It wont flash them again so try to remember.
If you forget, exit and click back in, it will give you a new puzzle.
Each flamingo has a function, some might be "change this one", "change those ones" or "reset these ones". Often times you'll need to get one flamingo into a first state before it can change into its final second state. Figure out which ones control which ones and how to reset the flamingos that you don't need.
8. Word Search
Click the sign that popped up near the crossed palm trees and pick a language.
This one is pretty simple, click the first letter in the word and then drag to the last letter in the word until you've found enough words to pass.
Click between the palm trees to advance
Click the brown sign to begin
Rearrange the letters and words to form famous quotes. We have google now so you can search if you need help.
10. Animal Search
Click the jungle area on the other side of the bridge to begin.
Here the goal is to find animals and draw a really tight box around them. You have to get like 95% of the animal in the box, sometimes its annoying. Get all the easy ones first and if there's one you cant find or cant select you can use your computer hint to find one for you.
11. Chemical Compounds
Take the bag and click on the volcano door.
For each item, you'll have to put it in the analyzer, then click the different chemical symbols referred to by the hints. Again, we have google and it tells you the atomic number so it shouldn't be too difficult. The last element is usually Trace Elements.
To finish, enter into the volcano.
12. Number Grid
Click the computer screen in the bottom left.
Fill in the numbers until all of the columns and rows and diagonals add up to the expected amounts.
Use hints if you need extra numbers.
13. Chemical Analysis
Click the door with the rainbow to begin.
Test the elements one at a time, seeing if the color shown matches the color expected. Once you've figured out the couple elements that don't match, select all of the ones that do and burn them all at once to move on.
Click to go outside
Click the anthill
Find all of the opposite words, take the watermelon and put it on the scale twoards the back.
Click the corn
Identify the correct spelling for each sentence. Then take the corn and place it on the scale with the watermelon.
Click the apple tree
Pick all of the same meaning words. One helpful thing here is the last words in each stanza usually rhyme. Take the apples when finished and place them on the scale, and then click the big hut in the back.
17. Matching Groups
Click the computer screen
Find 3 matching figures and click them all to make a group, find all the groups to continue.
Take the key and unlock the bookshelf, then click the bookshelf
Sort the books by category or author, each row represents one category.
Click into the next room to advance
19. The Water Problem
First I just want to say I personally hate this problem so much, haha. So the goal here is you need to zero out all 3 sides of the scale, however if you ever pour too much into one side itll tip and reset. If you ever overpour into one container it will reset.
I'll try to give you a scale of how much everything weighs and then good luck from there.
Reminder 1lb = 16oz.
I like to convert everything to oz, so 14lbs 2oz becomes 226oz (this is two cups of mercury btw)
If there is ever a measurement with an odd amount of oz (1oz, 3oz, 5oz...) you know there must be at least one cup of mercury in it, thats the only odd valued measurement.
Cup of Alcohol = 6oz
Quart of Alcohol = 1lbs 8oz (24oz)
Gallon of Alcohol = 6lbs (96oz)
Cup of Water = 8oz
Quart of Water = 2lbs (32oz)
Gallon of Water = 8lbs (128oz)
Cup of Mercury = 7lb 1oz (113oz)
Quart of Mercury = 28lb 4oz (452oz)
Gallon of Mercury = 113lbs (1808oz)
20. Elevator Problem
Click the red button to begin.
It will give you the weight of the elevator and the counterweight. Calculate R as counterweight/elevator. For each gear at the top, count the number of spokes, N, and compute K as R*N. If there is a gear on the bottom with value K, then select that top gear and bottom gear and hit the down arrow.
If your dude doesnt go splat and die, you can move on by clicking in the elevatyor.
Click one of the Green/Purple/Yellow discs and pop it into the robots head
Insert a series of commands (forward, backward, turn left, turn right, pick up, and drop) to navigate yourself to one of the dots on the screen, try to pick up the crate and bring it back to your original starting place.
The green disc has bugs on it, when you see a bug icon, the robot is going to do the opposite command from what you input for that one particular move (forward = backward, left = right, pick up = drop).
The yellow disc has a computer attraction built in, when programming your route you'll see lighter blue squares randomly placed. Your robot will have to avoid these or else it will be drawn to it and not be able to finish out its task, which is super annoying when they put one of these right next to the entrance.
When building your program, turning doesnt move squares it only reorients you within your current square. So you'll need to turn left and move forward for example.
If one computer chip burns up, put it back and grab a new one.
Once youve recovered all 3 crates, you can move on.
Take the yellow tube and put it in the small circle on the bottom right near the test tubes, then click the arrow to begin
Select on creature from the left side and one creature from the right side to breed, they'll make one parent that pipes down to the child. Take another creature from the left and right side to breed and this will make the other parent. Then click breed again to create all possible children that these two parents could possibly create. If any of the children match the ideal, then click Match and you'll be done. If not, keep trying new combinations of grandparents and parents.
Remember children can display the recessive gene even if both parents display the dominant gene but carry the recessive gene.
When finished, take the key and unlock the gate and click through to advance
Click the metal panel to begin
One at a time you'll have to pick a painting that's flipped the wrong way, it will show it to you, then you have to identify which artist painted it. Hopefully my descriptions can be helpful, from left to right the artists and their styles:
Once you've matched all the paintings to their artists you can move on, too many wrong guesses and it'll reset.
Salvador Dali - Surrealism, Cubism, Modernism. "It looks like someone was on a lot of drugs when they made this"
Kandinsky - Abstract, Expressionism "What the fuck is this supposed to be"
Jackson Pollock - Drips and Dribbles "Random splotches of paint everywhere"
Georgia O'Keefe - Flowers "This looks like a flower"
Picasso - Cubism, Surrealism "Her eye isn't supposed to be over there"
Van Gogh - Impressionism "Damn, that's really good"
Click the piano to begin
Round 1 - play the keys on the piano until youve hit all the correct notes
Round 2 - place the notes on the screen until youve placed all notes. helpful to note here, the white keys from left to right go C D E F G A B C D E F G A B C. If you are asked to place a note for one of the black keys take the letter to the left of it and add sharp (#). So for example two of the black keys are C# and D#.
Phase 3 - memorize and recreate not sequence. For me the easiest thing is just a pencil and paper, write down the notes and any special features like flats half notes and whole notes (notes that are open instead of filled in). Then when you're ready just mimic your notes and be done.
After you finish click the door and advance.
25. IQ Test
Click the button, then click the panel that opens
Correctly identify the next piece in each sequence. Puzzles will often go "it is here in this panel, and it moves to there in the next panel, so it should be there in the missing panel". Look at colors, placements, sizes, etc. There's a logical sequence somewhere. Each row is usually its own sequence.
Click the lever, then click the green panel near the flashing red light and pull out the malfunctioning chip. Click over into the green screen on the left and drop it into the test side, this will give you a list of true / false values that your new chip needs to match. Build out logic using the A,B,C,D and gates on the right then place the chip into test when you think you've got it.
Inverter - value is negated (true to false, false to true)
AND - value is true if both sides are true
OR - value is true if either side is true
XOR - value is true if one side is true and the other is false
NAND - value is true if either side is false
NOR - value is true if both sides are false
XNOR - value is true if both sides are true or false
In my example run, I was on standard mode and the chip I built was simply "B OR C"
Click the lever one final time and you've beaten the game, congratulations!
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